theoremtank
First Post
I have attempted to revise and further abstract the current Action System in D&D 3E. For many, the Action System as described in the Player’s Handbook is often redundant and ambiguous as to exactly what you can perform in a given combat round. There is redundancy in that the amount of time in a Standard Action is equivalent to that of a Full-Round Action. There are unnecessary names such as “1-Action Spell”, when the designers should have just labeled them Partial Action Spells. There are often printed inconsistencies in the way people refer to single Partial Actions as Standard Actions, yet a Standard Action is generally deemed to be equivalent to a Partial Action plus a Move-Equivalent Action. In any case, I have created a system that does not change the current mechanics, just the way you think about actions. That is you are still able to perform the same amount and type of actions in a combat round; no more; no less. The primary focus of this system is to clarify what can be done in a combat round and eliminate redundant terminology.
House Rule: “The Major - Minor Action System”
Action Types: Full-Round Action, Major Action, Minor Action, and Free Action.
Key Concepts to the System:
• A round is composed of a Major Action and a Minor Action.
• A Full-Round Action is equivalent to a Major Action and a Minor Action.
• A Minor Action may always be substituted in place of a Major action, but never the other way around.
• You may perform your Major and Minor Actions for the round in any order.
• If the actions you perform do not involve movement, you may move 5 ft. during the round.
Converting the Current Action System to the Major - Minor Action System:
• All Actions labeled as Partial Actions, Standard Actions, and 1-Action spells become Major Actions.
• All Actions labeled as Move-Equivalent Actions become Minor Actions.
• Full-Round and Free Actions remain as they are described in the Player’s Handbook.
According to the above, I have converted most actions listed in the Player’s Handbook and System Reference Document.
Major Actions: Activate magic item, Aid another, Single Attack (melee), Single Attack (ranged), Bull rush, Cast a spell (1-action)*, Change form (shapeshifter), Concentrate to maintain or redirect a spell, Dismiss a spell, Feint, Heal a dying friend, Overrun (charge), Ready, Ready to interrupt spellcaster, Readying to counterspell, Rebuke undead (use special ability), Strike a weapon, Strike an object, Total defense, Turn undead (use special ability), Use an extraordinary ability, Use spell-like ability, Use supernatural ability, Use touch spell on one target.
Minor Actions: Move base speed, Run at x2 base speed, Climb at ¼ base speed, Control a frightened mount, draw a weapon, Load a hand crossbow, Load a light crossbow, Loose a shield, Mount or dismount, Move a heavy object, Open a door, Pick up an item, Ready a shield, Sheathe a weapon.
Full Round Actions (only some examples): Taking multiple attacks due to a high base attack bonus (i.e. - Taking your initial melee/ranged attack and then your additional melee/ranged attacks), Casting a spell designated as a “Full Round” spell in the spell description (i.e. – Summon Monster), Load a heavy crossbow, Lock or unlock a weapon in a locked gauntlet.
* The term 1-action in my opinion is another redundant term in the core rules, under casting times in a spells description; it should just list partial action.
If you have issues with this system, or more importantly, can find any discrepancies covered in the original system and NOT this one, then by all means please give me your criticism. I recently began using this variant Action System in my campaign and the newer players seem to find it easier, while my veteran players find it more consistent.
House Rule: “The Major - Minor Action System”
Action Types: Full-Round Action, Major Action, Minor Action, and Free Action.
Key Concepts to the System:
• A round is composed of a Major Action and a Minor Action.
• A Full-Round Action is equivalent to a Major Action and a Minor Action.
• A Minor Action may always be substituted in place of a Major action, but never the other way around.
• You may perform your Major and Minor Actions for the round in any order.
• If the actions you perform do not involve movement, you may move 5 ft. during the round.
Converting the Current Action System to the Major - Minor Action System:
• All Actions labeled as Partial Actions, Standard Actions, and 1-Action spells become Major Actions.
• All Actions labeled as Move-Equivalent Actions become Minor Actions.
• Full-Round and Free Actions remain as they are described in the Player’s Handbook.
According to the above, I have converted most actions listed in the Player’s Handbook and System Reference Document.
Major Actions: Activate magic item, Aid another, Single Attack (melee), Single Attack (ranged), Bull rush, Cast a spell (1-action)*, Change form (shapeshifter), Concentrate to maintain or redirect a spell, Dismiss a spell, Feint, Heal a dying friend, Overrun (charge), Ready, Ready to interrupt spellcaster, Readying to counterspell, Rebuke undead (use special ability), Strike a weapon, Strike an object, Total defense, Turn undead (use special ability), Use an extraordinary ability, Use spell-like ability, Use supernatural ability, Use touch spell on one target.
Minor Actions: Move base speed, Run at x2 base speed, Climb at ¼ base speed, Control a frightened mount, draw a weapon, Load a hand crossbow, Load a light crossbow, Loose a shield, Mount or dismount, Move a heavy object, Open a door, Pick up an item, Ready a shield, Sheathe a weapon.
Full Round Actions (only some examples): Taking multiple attacks due to a high base attack bonus (i.e. - Taking your initial melee/ranged attack and then your additional melee/ranged attacks), Casting a spell designated as a “Full Round” spell in the spell description (i.e. – Summon Monster), Load a heavy crossbow, Lock or unlock a weapon in a locked gauntlet.
* The term 1-action in my opinion is another redundant term in the core rules, under casting times in a spells description; it should just list partial action.
If you have issues with this system, or more importantly, can find any discrepancies covered in the original system and NOT this one, then by all means please give me your criticism. I recently began using this variant Action System in my campaign and the newer players seem to find it easier, while my veteran players find it more consistent.